- Modified PA_GOSPEL so that the random damage attack becomes a BF_MISC attack.

- Added pc_resetskill when lowering job level and there's not enough skpoints to substract.
- Fixed compile error of SG_FUSION in pc.c
- Modified pc_resetskill to receive a flag to indicate if it should or not do status_calc_pc and send skill block updates. Meant to optimize performance when used in the middle of a larger update.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5269 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-02-13 16:54:24 +00:00
parent ff483b7810
commit 59e17a948b
9 changed files with 43 additions and 38 deletions

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@ -5,6 +5,10 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EV
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
2006/02/13
* Modified PA_GOSPEL so that the random damage attack becomes a BF_MISC
attack. [Skotlex]
* Added pc_resetskill when lowering job level and there's not enough
skill points to substract. [Skotlex]
* Fixed SG_FUSION costing SP to deactivate. [Skotlex]
* Some cleaning up at pc_setpos to prevent calling pc_clean_skilltree
[Skotlex]

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@ -2710,7 +2710,6 @@ int atcommand_baselevelup(
sd->status.base_level += level;
clif_updatestatus(sd, SP_BASELEVEL);
clif_updatestatus(sd, SP_NEXTBASEEXP);
pc_resetskill(sd); /* Skills are reset */
status_calc_pc(sd, 0);
clif_displaymessage(fd, msg_table[22]); /* Base level lowered. */
}
@ -2761,12 +2760,12 @@ int atcommand_joblevelup(
sd->status.job_level -= level;
clif_updatestatus(sd, SP_JOBLEVEL);
clif_updatestatus(sd, SP_NEXTJOBEXP);
if (sd->status.skill_point > 0) {
sd->status.skill_point -= level;
if (sd->status.skill_point < 0)
sd->status.skill_point = 0;
clif_updatestatus(sd, SP_SKILLPOINT);
} // to add: remove status points from skills
if (sd->status.skill_point < level)
pc_resetskill(sd,0); //Reset skills since we need to substract more points.
sd->status.skill_point -= level;
if (sd->status.skill_point < 0)
sd->status.skill_point = 0;
clif_updatestatus(sd, SP_SKILLPOINT);
status_calc_pc(sd, 0);
clif_displaymessage(fd, msg_table[25]); // Job level lowered.
}

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@ -2834,7 +2834,10 @@ struct Damage battle_calc_misc_attack(
damagefix=0;
aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
break;
case PA_GOSPEL:
damage = 1+rand()%9999;
aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
break;
case CR_ACIDDEMONSTRATION:
//This equation is not official, but it's the closest to the official one
//that Viccious Pucca and the other folks at the forums could come up with. [Skotlex]

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@ -523,7 +523,7 @@ int charcommand_reset(
if ((pl_sd = map_nick2sd(character)) != NULL) {
if (pc_isGM(sd) >= pc_isGM(pl_sd)) { // you can reset a character only for lower or same GM level
pc_resetstate(pl_sd);
pc_resetskill(pl_sd);
pc_resetskill(pl_sd,1);
sprintf(output, msg_table[208], character); // '%s' skill and stats points reseted!
clif_displaymessage(fd, output);
} else {
@ -1357,12 +1357,12 @@ int charcommand_joblevel(
pl_sd->status.job_level -= level;
clif_updatestatus(pl_sd, SP_JOBLEVEL);
clif_updatestatus(pl_sd, SP_NEXTJOBEXP);
if (pl_sd->status.skill_point > 0) {
pl_sd->status.skill_point -= level;
if (pl_sd->status.skill_point < 0)
pl_sd->status.skill_point = 0;
clif_updatestatus(pl_sd, SP_SKILLPOINT);
} // to add: remove status points from skills
if (pl_sd->status.skill_point < level)
pc_resetskill(pl_sd, 0); //Need more skill points to substract
pl_sd->status.skill_point -= level;
if (pl_sd->status.skill_point < 0)
pl_sd->status.skill_point = 0;
clif_updatestatus(pl_sd, SP_SKILLPOINT);
status_calc_pc(pl_sd, 0);
clif_displaymessage(fd, msg_table[69]); // Character's job level lowered.
}
@ -1492,7 +1492,7 @@ int charcommand_skreset(
if ((pl_sd = map_nick2sd(player)) != NULL) {
if (pc_isGM(sd) >= pc_isGM(pl_sd)) { // you can reset skill points only lower or same gm level
pc_resetskill(pl_sd);
pc_resetskill(pl_sd,1);
sprintf(tmp_cmdoutput, msg_table[206], player); // '%s' skill points reseted!
clif_displaymessage(fd, tmp_cmdoutput);
} else {

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@ -10369,7 +10369,7 @@ void clif_parse_ResetChar(int fd, struct map_session_data *sd) {
pc_resetstate(sd);
break;
case 1:
pc_resetskill(sd);
pc_resetskill(sd,1);
break;
}
}

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@ -5065,13 +5065,8 @@ int pc_resetlvl(struct map_session_data* sd,int type)
nullpo_retr(0, sd);
if (type != 3) {
for(i=1;i<MAX_SKILL;i++){
if (sd->status.skill[i].lv &&
!skill_get_inf2(i)&INF2_WEDDING_SKILL) //Do not reset Wedding Skills. [Skotlex]
sd->status.skill[i].lv = 0;
}
}
if (type != 3) //Also reset skills
pc_resetskill(sd, 0);
if(type == 1){
sd->status.skill_point=0;
@ -5142,8 +5137,8 @@ int pc_resetlvl(struct map_session_data* sd,int type)
//Send map-change packet to do a level range check and break party settings. [Skotlex]
party_send_movemap(sd);
}
clif_skillinfoblock(sd);
status_calc_pc(sd,0);
clif_skillinfoblock(sd);
return 0;
}
@ -5205,9 +5200,10 @@ int pc_resetstate(struct map_session_data* sd)
/*==========================================
* /resetskill
* if flag is 1, perform block resync and status_calc call.
*------------------------------------------
*/
int pc_resetskill(struct map_session_data* sd)
int pc_resetskill(struct map_session_data* sd, int flag)
{
int i, skill, inf2;
nullpo_retr(0, sd);
@ -5236,9 +5232,11 @@ int pc_resetskill(struct map_session_data* sd)
sd->status.skill[i].lv = 0;
}
}
clif_updatestatus(sd,SP_SKILLPOINT);
clif_skillinfoblock(sd);
status_calc_pc(sd,0);
if (flag) {
clif_updatestatus(sd,SP_SKILLPOINT);
clif_skillinfoblock(sd);
status_calc_pc(sd,0);
}
return 0;
}

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@ -131,7 +131,7 @@ int pc_skillup(struct map_session_data*,int);
int pc_allskillup(struct map_session_data*);
int pc_resetlvl(struct map_session_data*,int type);
int pc_resetstate(struct map_session_data*);
int pc_resetskill(struct map_session_data*);
int pc_resetskill(struct map_session_data*, int);
int pc_resetfeel(struct map_session_data*);
int pc_equipitem(struct map_session_data*,int,int);
int pc_unequipitem(struct map_session_data*,int,int);

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@ -6243,7 +6243,7 @@ int buildin_resetskill(struct script_state *st)
{
struct map_session_data *sd;
sd=script_rid2sd(st);
pc_resetskill(sd);
pc_resetskill(sd,1);
return 0;
}

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@ -1756,6 +1756,10 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
case SG_STAR_WARM:
clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
break;
case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
break;
case ASC_BREAKER: // [celest]
if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
tmpdmg = damage; // store the temporary weapon damage
@ -7152,12 +7156,8 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
switch (i)
{
case 0: // Deal 1~9999 damage
{
int dmg = rand() % 9999 +1;
clif_skill_damage(bl, bl, sg->tick,0,0,dmg,0,CR_HOLYCROSS,1,-1);
battle_damage(ss, bl, dmg,0);
skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
}
case 1: // Curse
status_change_start(bl,SC_CURSE,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
break;
@ -7861,7 +7861,6 @@ int skill_check_condition(struct map_session_data *sd,int type)
case PA_GOSPEL:
case CR_SHRINK:
case TK_RUN:
case SG_FUSION:
if(sd->sc.data[SkillStatusChangeTable[skill]].timer!=-1)
return 1; /* ‰ð?œ‚·‚é?ê?‡ÍSP?Á”‚È‚¢ */
break;
@ -8195,7 +8194,9 @@ int skill_check_condition(struct map_session_data *sd,int type)
clif_skill_fail(sd,skill,0,0);
return 0;
case SG_FUSION:
if ((sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_STAR) || sd->sc.data[SC_FUSION].timer != -1)
if (sd->sc.data[SC_FUSION].timer!=-1)
return 1;
if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_STAR)
break;
return 0;
}